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Ofcourse it could be possible to do vsynced HZ, and cleverly arranging things, so that each vsync, buffer is delivered, and next frame calculated. One for the kernel-engineers. (Who have time.)

That assumes the CPU/GPU can keep up, which in modern games they typically can't. Doom 3 IS a decade old after all; really no reason frame latency shouldn't be much above 10ms or so...[would be interesting to run a Windows comparison...]

Frame latency is a better benchmarking tool then FPS, because FPS averages out the slow time periods, and minimum FPS can catch outliers while hiding the latency problem. "Microstutter" on multi-GPU conflgs, for instance, is QUITE noticeable, even as FPS reaches into the hundreds.